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1  Java Game APIs & Engines / Java 3D / Re: Constant frame rate problem on: 2006-06-08 14:23:21
Is there a way to restrict the priority of Java3D thread.

Yes there is, use this:


1 = minimum, 5 = normal, 10 = maximum
2  Java Game APIs & Engines / Java 2D / Re: TGA image reader for ImageIO Available on: 2006-06-01 13:07:39
I tried using it, but cannot get it to work.

I run into bug 6331418:

I am using Java 1.5.0_06 and the "imageio_tga_1.1.0.jar" is in the classpath.

Any suggestions? I have the newest jdk but the bug says something about being fixed in 1.1beta!? How do I install that into the jdk?
3  Java Game APIs & Engines / Java 3D / Re: ANNOUNCEMENT: j3d-vrml97 Java3D loader project on: 2006-04-19 14:39:04
There is also a daily build available now with around 7 issues fixed.
4  Java Game APIs & Engines / Java 3D / Re: downloades on: 2006-03-30 12:29:07
It is not finished yet. You can download a beta.
5  Java Game APIs & Engines / Java 3D / Re: vrml97 to J3D : parsing error : pixel texture on: 2006-03-30 12:23:19
The PixelTexture node is not yet fully implemented in SUNs VRML97 loader.

You can see the issue here:

If this is important to you, register yourself as observer on the project and vote for it.
6  Java Game APIs & Engines / Java 3D / Re: Attaching a J3D branchgroup to cyberVRML97 scene graph on: 2006-03-30 12:19:14
I do not know about cyberVRML97.

But if you use SUNs regular VRML97 loader it is not a problem, just do it before you compile.

You can find the loader here:
7  Java Game APIs & Engines / Java 3D / Re: Why is TextureLoader giving 8-bit textures? on: 2006-03-30 12:14:11
But all of my textures look like they are 8-bit, like there are not enough colors.

I had same problems, I posted a step by step solution here:
8  Java Game APIs & Engines / Java 3D / JNWN as NeverWinterNights Loader? on: 2005-11-07 07:55:49
Can JNWN be used as a NWN loader?

If so, how does it compare to
9  Java Game APIs & Engines / Java 2D / Mixing Java3D OpenGL with Java2D OpenGL pipeline in Java 1.5.0_04 on: 2005-08-10 17:05:28
I have a swing application that have a Java3D OpenGL window inside it.
On top of this 3D window I sometimes draw a contextmenu and some tooltips also expands into that window.

Now since Swing uses Java2D, will it make sense to use the new OpenGL pipeline (-Dsun.java2d.opengl=true) so I do not mix OpenGL and DirectX, but OpenGL and OpenGL?

I always use new and updated NVidia drivers and have modern GeForce cards.

Thanks for any replies
10  Java Game APIs & Engines / Java 3D / Re: over 60000 trangles? on: 2004-08-17 17:12:19
You should repost this question on this forum:
11  Java Game APIs & Engines / Java 3D / Re: Scene graphs and model loaders on: 2004-07-16 17:26:16
Use Java3D if you are not expert in OpenGL.

Go to for loaders and instructions on how to use them.
12  Java Game APIs & Engines / Java 3D / Re: NullPointerException in SunGraphics2D.revalida on: 2004-05-21 10:48:36
This error was due to not invoking swing operations from within the awt-event thread.
13  Java Game APIs & Engines / Java 3D / NullPointerException in SunGraphics2D.revalidateAl on: 2004-05-14 11:32:10
Does any of you guys know something about the error below? I get this sometimes when using popup menu inside a Canvas3D from Java3D.

I do call setLightWeightPopupEnabled(false);

at sun.java2d.SunGraphics2D.revalidateAll(
at sun.java2d.SunGraphics2D.getCompClip(
at sun.java2d.SunGraphics2D.invalidateClip(
at sun.java2d.SunGraphics2D.setClip(
at sun.java2d.SunGraphics2D.setClip(
at javax.swing.JComponent.paintWithOffscreenBuffer(
at javax.swing.JComponent.paintDoubleBuffered(
at javax.swing.JComponent._paintImmediately(
at javax.swing.JComponent.paintImmediately(
at javax.swing.RepaintManager.paintDirtyRegions(
at javax.swing.SystemEventQueueUtilities$
at java.awt.event.InvocationEvent.dispatch(
at java.awt.EventQueue.dispatchEvent(
at java.awt.EventDispatchThread.pumpOneEventForHierarchy(
at java.awt.EventDispatchThread.pumpEventsForHierarchy(
at java.awt.EventDispatchThread.pumpEvents(
at java.awt.EventDispatchThread.pumpEvents(
14  Java Game APIs & Engines / Java 3D / Re: Milkshape3D loader written w/ animation suppor on: 2004-05-04 10:56:13
I am too:

I think would like to host it on their website.
15  Java Game APIs & Engines / Java 3D / Re: Scale affect rotation? Any workarounds?? on: 2004-04-29 12:23:55

Should this fix not be build into AxisAngle4d.set(Matrix3d)?
16  Java Game APIs & Engines / Java 3D / Re: Scale affect rotation? Any workarounds?? on: 2004-04-29 12:17:31
I have had some problem with Netbeans not always compiling when pressing F6. I tried your fix yesterday but got same result, I now think it was not compiled properly cause it does work now.

Thank you.
17  Java Game APIs & Engines / Java 3D / Re: Scale affect rotation? Any workarounds?? on: 2004-04-28 14:40:16
You could try to add "rotationScale.setScale(1)" to remove the scale from rotationScale.

I cannot just revert the setScale. If I try to do a  setScale(1d); the rotation still comes out the same. If I try to do a setScale(2d); same bad result.

The rotation is not corrupted inside the matrix4d, since my model displays correctly translation, scale and rotation in my 3D world. So somehow I should be able to retreive the rotation, it must be there, otherwise it would not be drawn correctly.

Is the corrrect Matrix4d inside the retained node only, and the normal matrix4d is corrupted but displays correct since it is not even used for displaying, the retained one is?

Workaround anyone?
18  Java Game APIs & Engines / Java 3D / Scale affect rotation? Any workarounds?? on: 2004-04-28 10:55:09
Is there any workaround for the test code below. I would like to get the same rotation values out as I put in:

import javax.vecmath.*;

public class RotationTest {
      public RotationTest() {
      public static void main(String[] args) {
            Transform3D t= new Transform3D();
            Matrix3d rotationScale = new Matrix3d();
            AxisAngle4d      rotation      = new AxisAngle4d(0, -1, 0, Math.PI/2);
            t.set(new Vector3d(10,0,10));

Test result:
(0.0, -1.0, 0.0, 1.5707963267948966)
(0.0, -1.0, 0.0, 2.0344438552856445)
19  Java Game APIs & Engines / Java 3D / Re: Sound Looping on: 2004-04-13 08:03:31

It is a bug:
20  Java Game APIs & Engines / Java 2D / Re: Swing app deadlocking on: 2004-03-19 13:18:39
Your code (GLJPanel) is bugged.

   at java.awt.Component.repaint(

Is not allowed. You must call SwingInvokeLater or similar to make that call. It must be made from the AWT event thread. I'll bet that will make it work.
21  Java Game APIs & Engines / Xith3D Forums / Re: java3d to be opensourced on: 2004-03-19 12:58:15
I think the biggest problem here is that the community using Java for 3D is very small. And that means the number of 3D experts who are able and want to help develop a 3D API is very very limited.

Right now those experts are making:
- Open-mind
- Aviatrix3d
- jME
- Jist3D
- Xith3D.

As I see it there is no experts left for Java3D. Sun simply was too slow, it had its opportunity and did not grab it.
22  Java Game APIs & Engines / Java 3D / Re: Do you think Java3D has a future? on: 2004-03-19 12:33:23

Only 7.4% of the voters was daring enough to believe it: Java3D being open/community sourced.

I guess there is no lesson to be learned from this poll, beside  fulfilling my curiosity.  Smiley
23  Java Game APIs & Engines / Java 3D / Re: Critical features to boost java3d on: 2004-03-19 08:53:08
About vrml, the event system seams to be very sofisticated and the way you can create dependencies between nodes using ROUTES is very cool. Java3D way to handle events use posts its not quite the same thing but its close. Its hard to imagine that you would need to expand a game with some feature that the Java3d post mechanism or vrml ROUTES could not provide.

Try making a networked game then, then it will be easy to imagine.
24  Java Game APIs & Engines / Java 3D / Re: Critical features to boost java3d on: 2004-03-19 08:51:00
I've been involved in VRML from the very beginning and I can't emphasis how true that statement is.  I would never use VRML for games.

I use VRML for games. And I can only give you right, the great features of VRML cannot not be utilised in a networked game anyhow, the interactive functionality in VRML are going to have to be made in a game engine, unless X3D is going to support networked interactivity.

Sadly I did not have this great advice when I 2.5 years ago convinced my company to base their game on VRML.
25  Java Game APIs & Engines / Java 3D / Re: Critical features to boost java3d on: 2004-03-19 08:44:49
I'm pretty sure a Java scenegraph engine (lets call it Java3D 2.0 Smiley ) can do 100% (or even better) compared to a generic C++ scenegraph engine.

I hope you are right. But let us try in 2 years time to compare Java3D/Xith3D to OpenSG/OSG. My bet is on the C++ based ones. Mainly because they are much bigger project that attract many more/better developers.
26  Java Game APIs & Engines / Java 3D / Re: Nightvision googles! on: 2004-02-02 10:54:10
This is what your filter would produce, right:  (black/green)

But this is how it should look:   (black/green/white)

Is there any way to make this, in a similar way to what you suggested?
27  Java Game APIs & Engines / Java 3D / Re: Nightvision googles! on: 2004-02-02 10:50:43
Ok, I follow you, but would that not make a black and green image?

I mean emissive colours and in some cases specular reflections should if they are very bright be white not green.

But with your method the most brightest emissive white will be pure green, not white. Am I correct?
28  Java Game APIs & Engines / Java 3D / Nightvision googles on: 2004-02-02 10:14:34
How would you make such a filter??

Normally I guess I would like to see a scene with only the green colour component, unless it is emissive then maybe a more whitish green would be nice.

Changing the colour of my sun/moon, ambient and all light sources in my scene plus Emissive colours seems cumbersome.

Is there some smarter way?
29  Java Game APIs & Engines / Java 3D / Re: java3D bug on: 2004-01-29 08:17:00
Did you check ?
30  Java Game APIs & Engines / Java 3D / Re: Starting a Java3D app using Java Web Start? on: 2004-01-29 08:16:07
How to do this, has been detailed on the Java3D mailing-list.

Go and seach its archives for an answer.
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